Buggy code:
public class Player extends Mob implements LootCollector { public static final int COST_RAIL = 10 ; public static final int COST_DROID = 50 ; public static final int COST_REMOVE_RAIL = 15 ; public static final int REGEN_INTERVAL = 60 * 3 ; public int plevel ; public int pnextlevel ; public double pexp ; public double psprint ; public boolean isSprint = false ; public int timeSprint = 0 ; public int maxTimeSprint ; public Keys keys ; public MouseButtons mouseButtons ; public int mouseFireButton = 1 ; public int mouseUseButton = 3 ; public Vec2 aimVector ; public IWeapon weapon ; private boolean mouseAiming ; public double xd ; public double yd ; public int takeDelay = 0 ; public int flashTime = 0 ; public int suckRadius = 0 ; public boolean wasShooting ; public int score = 0 ; private int facing = 0 ; private int time = 0 ; private int walkTime = 0 ; private Entity selected = null ; static final int RailDelayTicks = 15 ; private int lastRailTick = - 999 ; private static final int INTERACT_DISTANCE = 20 * 20 ; private int steps = 0 ; private boolean isSeeing ; private int startX ; private int startY ; public int muzzleTicks = 0 ; public double muzzleX = 0 ; public double muzzleY = 0 ; private int muzzleImage = 0 ; private boolean dead = false ; private int deadDelay = 0 ; private int nextWalkSmokeTick = 0 ; private int regenDelay = 0 ; public Player ( Keys keys , MouseButtons mouseButtons , int x , int y , int team , int localTeam ) { } private void checkForLevelUp ( ) { } private double nextLevel ( ) { } public double getNextLevel ( ) { } private void levelUp ( ) { } @ Override public void tick ( ) { } private void flashMiniMapIcon ( ) { } private void regeneratePlayer ( ) { } private void countdownTimers ( ) { } private void playStepSound ( ) { } private void handleMovement ( double xa , double ya ) { } private void handleWeaponFire ( double xa , double ya ) { } private void primaryFire ( double xa , double ya ) { } private void checkForHoleTiles ( int x , int y ) { } private void handleRailBuilding ( int x , int y ) { } private void handleCarrying ( ) { } private void dropCarrying ( ) { } private void handleEntityInteraction ( ) { } public void payCost ( int cost ) { } public void addScore ( int s ) { } public void dropAllMoney ( ) { } @ Override public void render ( Screen screen ) { } @ Override protected void renderCarrying ( Screen screen , int yOffs ) { } @ Override public void collide ( Entity entity , double xa , double ya ) { } @ Override public void take ( Loot loot ) { } @ Override public double getSuckPower ( ) { } @ Override public boolean canTake ( ) { } @ Override public void flash ( ) { } @ Override public int getScore ( ) { } @ Override public Bitmap getSprite ( ) { } public boolean useMoney ( int cost ) { } private Vec2 getInteractPosition ( ) { } public void pickup ( Building b ) { <START_BUG> if ( ( b . team ) != ( this . team ) ) { <END_BUG> if ( ( this . team ) == ( localTeam ) ) { Notifications . getInstance ( ) . add ( "You<seq2seq4repair_space>can<seq2seq4repair_space>not<seq2seq4repair_space>pick<seq2seq4repair_space>that<seq2seq4repair_space>up!" ) ; } return ; } level . removeEntity ( b ) ; carrying = b ; carrying . onPickup ( ) ; } public void setFacing ( int facing ) { } @ Override protected boolean shouldBlock ( Entity e ) { } public void setCanSee ( boolean b ) { } @ Override public void notifySucking ( ) { } @ Override public void hurt ( Entity source , float damage ) { } private void revive ( ) { } @ Override public void hurt ( Bullet bullet ) { } @ Override public String getDeathSound ( ) { } public void setAimByMouse ( int x , int y ) { } public void setAimByKeyboard ( ) { } public void updateFacing ( ) { } public Vec2 getPosition ( ) { } public void setLocalTeam ( int i ) { } }

Fix:
if ( ( ( b . team ) != ( this . team ) ) && ( ( b . team ) != ( Team . Neutral ) ) ) {